Level Designer on Depth (Digital Confectioners) Remote, contract work for Digital Confectioners. January 2015 – October (1 year 10 months). I have been supporting Depth for about two years now, ever since its release on Steam. My work on Depth has been quite varied and made use of my rounded experience and skillsets. Depth has […]

Level Designer on Alone in the Dark: Illumination (Atari) Remote, contract work for Pure FPS. April 2014 – November 2014 (8 months). I built a couple cooperative levels from scratch (minus the scripting), while also contributing to a few others. Level work consisted mostly of asset placement, landscape sculpting, blocking volumes, and basic optimization (culling, […]

Architecture Student @ Portland State University. October 2013 – June 2016 (3 years). This portfolio page contains a few of my projects which I worked on at Portland State University over the last three years. During that time I continued working in game development while going to school half-time. My previous Bachelor’s in Game Art […]

Level Designer on The Final Cut, for Left 4 Dead 2 (Valve Software) Personal Project. February 2010 – July 2011 (1 year 6 months). The Final Cut is a custom map for Left 4 Dead 2 which I made for fun as a means to get back into Level Design, a passion I found in […]

Lead Artist on Tron: Evolution (Propaganda Games) @ Liquid Development (Portland, Oregon) January 2010 – April 2010 (4 months). For this short project I mostly worked on the racing highways of Tron and Spiritualist City: creating and propagating geometry across eighty or so modular greybox models. There was an extra focus on cleanliness and consistency […]

Unreal Integration on Kinect Adventures (Microsoft Game Studios) @ Liquid Development (Portland, Oregon) August 2009 – April 2010 (9 months). I primarily worked on the Reflex Ridge and River Rush activities for Kinect Adventures. My work included, to name just a few, Unreal asset integration (props, foliage, terrain, pirate ships, a ski lodge, etc.), material […]

My first professionally-made map is turning out to be pretty cool. It’s a big city map called Capital Siege. It will actually be turning in to three maps in the end. The sewers system below the city will become a smaller arena map and so will the area in and around the center market. The […]

This Saturday (August 25th) Forge will be set up on ten computers at Backspace to give local Portlanders a hands-on preview of the game and the opportunity to support its success! A 15$ Kickstarter contribution should get you an exclusive Forge T-shirt! (don’t quote me on this). Come down, check out the game, have a […]

Forge is now on Kickstarter! Here’s the link to the Kickstarter page and the first gameplay video of Forge. We are trying to raise $300,000 in a little over a month. Support the cause! –>Kickstarter page

The project I am currently working on, Forge, was officially announced today! It is “described as its bid to unify the strategy of traditional MMO player-versus-player combat with the pacing of competitive shooters like Counter-Strike and Team Fortress 2 into one grind-free, $15 game” (GameSpy.com), and I really look forward to seeing it come to […]

Well… I just got myself a very awesome World Building job back in the game development industry, on a potentially very awesome title. It looks like I’ll be putting my UDK project on hold, but that’s a good thing! I’m going to start trying to use the 1080p camera on my phone to start creating […]

I’ve been distracting myself lately with an unnamed UDK project. I will be posting work in progress screenshots within this post for inspiration and personal use. It is a project a very talented friend of mine, Alex Yao, started a while back. I haven’t done much with the project thus far, but I have recently […]

With the release of Bioware’s new MMO, Star Wars: The Old Republic, I started to model a bust of an alien species called the Gormak. My plans are to eventually bring my Maya model in to ZBrush and/or Mudbox and do a high-poly sculpt. Here is a work in progress screenshot of the bust thus […]

I bumped in to one of my buildings while “playing” Mafia Wars 2. I used quotation marks there because, well, I don’t think Mafia Wars 2 can really be called a game. The silly game won’t even allow me to build my own building unless I pay real money *sighs* I insist on continuing to […]

I thought it was about time to update my job/work status on my blog since a couple posts back I noted that I was looking for a work in the greater Seattle area. I have recently been doing some in-house freelance design work for a Portland-based creative company, HERENOW Creative. I have been texturing a […]